I've been working on this game for a few months now, it is a voxel (and cube) based FPS/RPG - I wanted to post some pictures here and a video and get some feedback, but before we get too far along, I just want to state that I am aware that cube based games look a lot like Minecraft, and I'm not trying to steal/clone that at all - I am just inspired by the cube/modifiable terrain and would also like to build a game with those features (my game plays quite differently, and I've written everything from the ground up). Thanks for listening, and I hope you like my work!

Thanks - and I appreciate the suggestion to make my way over here! I really like that block/pixelate effect too, it seems to fit well with the whole cube nature of the game

The polish is certainly coming along, hopefully not too slowly, I'm adding lots of stuff that isn't easy to see graphically, plus the visuals take a while to develop (new models/textures/what-have-you), and I'm try to focus on game-play features all the while... haha

CyanPrime - nope! I just use LWJGL to give me access to openGL and keyboard/mouse capture.

Thanks! No reload yet, I am still adding in new weapons, so for the most part I just have a set ammo count for testing (you'll notice the default machine gun doesn't use bullets at all, haha. Again, just for testing). But I do plan on having reloads and specific clip sizes for each weapon, plus weapon animations and stuff too I'll probably add in the rest of the weapons this week, then flush out the HUD and UI and Crosshair stuff before moving on to other game-play aspects (gotta get it nailed down since it is always on the screen).

Ryonik, first off - thank you! Second, yes? I did in fact, though I didn't realize when I began development (whoops). I've grown to quite like the name, and have given it some purpose (so here it is):A Dyson Sphere is a superstructure that would completely encompass a sun (the entire surface area facing the sun could be populated or at least be used to collect massive solar energy - if you aren't familiar, here's a link to a wiki - it's a very cool concept: http://en.wikipedia.org/wiki/Dyson_sphere

I am coining the word 'Dysis' to be a segment or ring of a Dyson Sphere - either a partially complete Dyson Sphere, or just a testing phase for a race of aliens preparing to build a Dyson Sphere (which I am building into the background of my story).

So while there does in fact seem to be some band named Dysis, I've already set up my Dysis webpage at http://dysis.net/, and have already built it into my story, so I will probably stick to it at this point

The machine gun (in the video) is definitely inspired by the halo assault rifle, though I'll be whipping up some textures for all of these and hopefully get a bit away from that. The grenade launcher looks a bit similar to the Tribes Ascend SpinFusor I suppose, but the model is actually quite different when seen from other angles (the idea for the grenade launcher is that it is supposed to be tiered and flat to represent how the grenades behave - they explode outwards in expanding discs). Again, I'll be texturing all of these, so hopefully that'll help distinguish my models more-so? I certainly have no intention of out-right copying weapons from other games, just borrowing inspiration and adding my own flair. In any case... they are guns, so they will tend to look like other guns :/ But that is the reason that my mining laser is not a pickaxe

So while there does in fact seem to be some band named Dysis, I've already set up my Dysis webpage at http://dysis.net/, and have already built it into my story, so I will probably stick to it at this point

Well, if at some point this game gets popular and you might need to trademark the game, that won't be a problem if you do it before the band does it hah, no but actually the name is used already by some companies and it probably is registered as a trademark already. But indeed, just from that explanation you gave me, the name is fitting. But just to put it out there as game, the website could be called Dysisonline.net or Dysisthegame.net ... just food for thought. Either way, keep up the good work. I look forward to a playable demo.

Looks nifty, I dig the whole aesthetic even though I'm not normally a big voxel fan (which let's face it usually means minecraft or some lame attempt at voxatron). I like the whole aspect of terrain-deforming weapons -- I always have a lot of fun with Red Faction Guerilla, but I'm always annoyed I can't just carve out a whole hillside with the nano-gun

As for the name, I'd be most worried about EA and their Crysis trademark.

Looks nifty, I dig the whole aesthetic even though I'm not normally a big voxel fan (which let's face it usually means minecraft or some lame attempt at voxatron). I like the whole aspect of terrain-deforming weapons -- I always have a lot of fun with Red Faction Guerilla, but I'm always annoyed I can't just carve out a whole hillside with the nano-gun

As for the name, I'd be most worried about EA and their Crysis trademark.

I think he got the voxel aspect right. Not too much, but enough. And with EA being the jerks they are you'll never now.

Bloody impressive, especially the toolset you've got alongside it. You should release that with your game, to try and build a mini "modding" community.

What software are you using for modeling/animation?

Do you plan to texture the models, or keep them as clay? When I first saw the video/screenshots, I figured the textures were unfinished. If you don't want to go too heavy into detail -- then what about colour differences, basic shaders (i.e. metallic/reflective materials), and what have you?

I've been meaning to get my feet wet with more modeling/animation/texturing in Maya...

Bloody impressive, especially the toolset you've got alongside it. You should release that with your game, to try and build a mini "modding" community.

What software are you using for modeling/animation?

Do you plan to texture the models, or keep them as clay? When I first saw the video/screenshots, I figured the textures were unfinished. If you don't want to go too heavy into detail -- then what about colour differences, basic shaders (i.e. metallic/reflective materials), and what have you?

I've been meaning to get my feet wet with more modeling/animation/texturing in Maya...

davedes - Thanks a bunch! I definitely plan on releasing this tool and hopefully a couple others with the game in the hopes that people will add in their own ideas

Yep, I definitely plan on adding in textures to the models - just haven't gotten there yet

I use Autodesk Inventor for modelling actually, since it deals with 3d objects in terms of volumes (so that way I can keep poly count relatively down... since I am not proficient in something like Maya - I would end up adding a bunch of shapes together to make a mesh - where inventor will solve for me. I build (real) humanoid robots and model their parts in Inventor - so I am already familiar with how to make stuff there, haha). As for animation, it's just this tool actually! And I just added my own smooth bezier curve interpolation algorithm to it to make motions really nice (I'll be throwing up a video at some point to show how this tool works), but here is a snap so you can see the big difference between how the motion works (currently you can switch between linear, s-curve and bezier curve interpolation):

Cas - thanks! I've actually seen a bunch of your posts around and definitely am inspired by your work - so it is great to hear from you!

gimbal - thank you! I have actually already made the weapons smaller at this point, I just haven't gotten together a new set of in-game shots/video to show that off - and I wanted them to be working with the new player model and animations

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org